Colab Request: Similar to Shadowrun: Dragonfall
I have some interest in in developing a game similar to Shadowrun: Dragonfall; Director's Cut Edition, but I suck at graphics and sound design or development. The game used to be on iOS*, a post-apocalyptic horror(?) turn-based RPG placed in a dark future ruled by technology and its slaves.
Although it was singleplayer, in the future if this project pans out, it would be nice to make it an MMO, similar to Gunshine.
As for any of the details (monetization, publishing, wages, staff, story, etc.), I would appreciate some input and backing before counting unhatched chickens.
I'll be happy to answer any questions and link any details needed.
@Thecheater887 You should outline the skills you have, and why’d you be a good person to collaborate with, rather than the person just developing the game themselves?
@Kamdroid I'm not certain I understand that last half, so I can't comment on the first assuming they have something based on the other.
Andrey Ghost last edited by Andrey Ghost
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CAnesia last edited by
@Thecheater887 do I interpret this correct: " but I suck at graphics and sound design or development" ? - meaning you suck to work on every core element of a game and you want to make a game as complex as your Dragonfall example? And you want to make all that on HyperPad? really?
Aidan Oxley last edited by
@CAnesia The main core element I’d say in a game is the gameplay.
@Thecheater887 I mean:
What skills do you have that would make it good to collaborate with you?
Why/What reasons would a person collaborate with you instead of making it by themselves?
Thecheater887 last edited by Thecheater887
I can do 8-bit graphics alright (wonderful, I know) and have not really tried sound development too much. I find that being a generalist prevents me from being a professional.
Yes, the core gameplay element is, well, the gameplay. The game graphics in the original were decent, the sound was okay, the story was so-so, but the gameplay felt fulfilling, and was full of customizability, risk, and reward.
There's no particular reason why to collaborate with me over some average joe, I'm far from the best at anything. If someone wants to do this solo, or collaborate without me, so be it.
I will say, I'm one of the few people that actually got to play it, so making a game without its inspiration is mildly self-defeating. Even though it is a big project, it will (potentially have) big rewards, push the limits of hyperPad, and be the first of its' kind on here. Being so, if it is even halfway decent and playable, it's guaranteed playtime, a featured spot, and tons of feedback, not even including the amount of bug reports that would be generated from building it to help the administrators make hyperPad better for everyone.
All teams have people with specified roles - say two coders, one graphics designer, one sound designer, one music designer, two QA Analysts, and a PR manager - all working together on the same project in their area of expertise.
Apologies for the day-late response.
CAnesia last edited by
@Aidan-Oxley Sure Aidan, provided that the game is finished and one can play it. I was referring at core elements involved in "making the game" not core elements of the actually completed game. Sorry for my misleading text ...
@Thecheater887 I admire your honesty in formulating your phrase given that you wrote "but I suck at" , you have my credit for that.
As a personal opinion: if I would ever consider to team up and make a game regardless the platform I would firstly look if the person overpass my coding skills first, everything else can be acquired (graphic, sound, etc.). I would look for a portfolio of released games and online presence (forum posts, etc).
Provided that I would have the time I would do the artwork and not touch the code, but again in my ideal team scenario the programmer should be at least as good as the hyperPad creators in this case, otherwise is a waste of time (for me). The drive of a individual is not enough to convince me of anything ... I have the drive too but: did I launched any game ? NOPE!
All the above are just my opinions and hopefully constructive critics.
Keep at it and maybe one day ill have the chance to buy it or who knows be part of your team.
P.S. - the main issue with any project is to get to the completion point (FINISH IT) not the path you took to get there.
@Thecheater887 You also have no games we can look at (have you released any games to the hub?), by looking at someone’s hub projects you can get an idea of how good they are and what types of games they can make.
@Kamdroid Unfortunately, no, as I am not a developer tier as of now, and have not had the good fortune to expand to it.
I'm stuck in a rut with the good majority of my projects - I'm either doing a 5-man job, or the quality is lackluster at best. This further makes me not want to expand to developer tier when I have nothing to show for it.
iTap Development last edited by
@Thecheater887 you don’t have to be developer to publish to the hub, right?
@Thecheater887 As iTap Development said, uploading projects to the hub is completely free and requires no subscription whatsoever, even the “basic” (free) tier can upload to the hub.
The only thing you need to pay for with regards to the hub is a
developer subscription if you want to change your profile picture, cover image, make the project close-source and disable comments on your projects.
All core hub functionality is free.
No, my issue is that it's forced open source without developer.
I'm not about to sink 200 hours into developing a game just to have it stolen and published by somebody else.
Andrey Ghost last edited by
@Thecheater887 Hey, open-source is good, people can learn stuff from open-source projects. Publishing someone else's games or stealing ideas is dishonest in hub, you can report stolen games, hyperPad admins aren't blind as well, so there is no need to be afraid of you game being open-source.
@Thecheater887 You could still make smaller games. Or, at least make a game of your standards and screen record it.
@Thecheater887 You could still make smaller games.
This is key here. Before making an MMORPG, make pong.